Specials
Nightmare scrolls, town stash, backpack, runs, and the music system
Consumable items that trigger standalone boss fights. Scrolls are rare drops that let you challenge a powerful nightmare boss outside of normal runs.
Drop Mechanics
- 1% chance per enemy kill
- Only drops at difficulty ≥ 5
- Scroll rarity follows the standard rarity roll
Scroll Properties
Each scroll stores multipliers determined at drop time using a gaussian distribution:
| Property | Peak | Sigma | Floor | 95% Range |
| HP multiplier | 7.0 | 2.5 | 5.0 | 5.0 – 12.0 |
| Damage multiplier | 1.5 | 0.5 | 1.0 | 1.0 – 2.5 |
Using a Scroll
- Generates a nightmare boss at the scroll's stored difficulty
- Boss gets all 6 equipment slots filled
- Boss equipment rarity is floored to the scroll's rarity
- Boss HP =
base_hp × hp_multiplier
- Boss damage =
base_damage × damage_multiplier
- Fight runs entirely server-side (REST-based, like PvP)
- Full round-by-round replay shown in NightmareScene
Rewards
xp_reward = base_xp × hp_mult × dmg_mult / 3
- Boss loot: added to backpack if you win
- Boss skin: same capture chance as regular boss kills
Risk vs. Reward: Higher scroll multipliers mean tougher fights but more XP. A 10× HP + 2× DMG scroll is very challenging but gives ~6.7× the normal XP reward.
2. Town Stash (Storage)
Permanent item storage separate from your run backpack. Stash items are safe from salvage and don't count toward backpack capacity.
Storage Chests
- 1% drop chance per enemy kill (when difficulty ≥ player level)
- Stackable: up to 10 per stack
- Using a chest permanently unlocks 1 stash slot
- Max free slots: 12
- Max total slots: 30 (6×5 grid)
Stash Behavior
- Items in stash are protected from salvage
- Items in stash don't count toward backpack capacity
- Equipped items auto-unequip when moved to stash
- Toggle
[ Stash: ON/OFF ] in BackpackScene replaces the stats panel with the stash grid
3. Backpack
| Property | Value |
| Base capacity | 24 slots |
| With ad boost | 30 slots (+6) |
- Items beyond effective capacity (expired boost) are frozen in the UI — shown dimmed with a lock icon, not interactive, not affected by salvage or sort
- Favorites sort to the top of the backpack, preserving relative order within each group
Mid-Run Travel Backpack
- Chest icon in RunScene opens a backpack overlay during a run
- Shows items collected in the current run only
- Drop mode: toggle
[ Drop: ON/OFF ] to flag items for discard, freeing space for better loot
- On mobile: tap an item with Drop mode on, then tap the action bar to confirm
- Client-side only — no server interaction needed
4. Ad Boost
Rewarded video ad that gives temporary benefits:
| Benefit | Value |
| Duration | 60 minutes |
| Extra backpack slots | +6 (24 → 30) |
| XP bonus | +10% |
| Minimum level required | 5 |
5. Runs & Retreat
- Max fights per run: 500
- You can retreat at any time to keep all collected loot and XP
- On death: same persistence — loot and XP from the current run are saved
- Retreat button has a 5-second cooldown
Auto-Retreat on Disconnect
If you lose connection, the server continues fighting headlessly on your behalf:
- Your character keeps fighting until death or the run ends naturally
- If your character dies while disconnected, loot is saved to a pending summary in the database
- On reconnect: RunScene shows “Resumed! X fights completed while away”
- If death occurred: the full run summary is shown in TownScene
Note: The server has a 60-second reconnect grace period. If you reconnect within this window, the fight display picks up where it left off with updated HP and fight count.
6. Difficulty & Level Cap
| Property | Value |
| Max player level | 9,999 |
| Max difficulty | 9,999 |
Difficulty Cap per Player
max_difficulty = min(9999, max(1, player_level × 5))
| Player Level | Max Difficulty |
| 1 | 5 |
| 10 | 50 |
| 50 | 250 |
| 100 | 500 |
| 500 | 2,500 |
| 1,000 | 5,000 |
| 2,000+ | 9,999 |
Endgame: At difficulty 1000+, enemies gain a glow outline and orbiting particles using the area's element colors. Additionally, ALL area monsters become eligible to spawn (instead of just the highest tier), enabling skin farming for dedicated players.
7. Music System
37 unlockable music tracks that play continuously across all scenes in a playlist loop. Music progress is account-wide — shared across all characters.
Area Tracks (24 tracks — 3 per area)
| Track | Unlock Condition |
| Track 1 | Enter the area for the first time |
| Track 2 | Kill ≥ (area_unlock_level + 10) enemies AND defeat a boss in the area |
| Track 3 | Reach difficulty ≥ (area_unlock_level × 10) AND defeat a boss in the area |
Level Milestone Tracks (11 tracks)
One track unlocked at each of these levels:
| 5 |
10 |
20 |
40 |
80 |
160 |
320 |
640 |
1,280 |
2,560 |
5,120 |
Other Tracks
| Track | Condition |
| Time Played | Total 1 hour of play time |
| Town | Always unlocked |
Playlist: New unlocks are automatically added to your playlist. You can customize which tracks play via the Playlist overlay in the Options menu — toggle individual songs on/off with checkboxes. Click a track name to jump to it immediately.
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